ELEX II

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Magus

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MagusTheMagician

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9 comments

  1. melo1212
    melo1212
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    Switched from DX11 from DX 12 made it so all the new teleporter names are now blank, after switching back they're still blank. Anyway to restore the teleporter names? Cheers
    1. MagusTheMagician
      MagusTheMagician
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      Put the mod in both DX11 and DX12 packed folders. Text is not lost by switching DX, unlike Textures and Meshes. Text would only be lost if you would run a different localization with higher load order over it.
    2. melo1212
      melo1212
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      Thanks for the reply mate.

      I already put the mod into both folders and its still happening! I also haven't changed anything and you're mod is the only mod I'm using. It only happened when switched from DX11 to DX12. I also never changed localization, maybe I should switch localization to another language and then switch it back? The teleporters still work by the way its just the names of them are blank. Also thanks heaps for the mod this mod makes the game so much better.
    3. MagusTheMagician
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      Hm that's interesting. Then I don't know why that happens. DX versions only differ in shaders, plus the DX12 has some graphic effects cut. Nonetheless if you ever run multiple mods, know that the engine needs them to be merged in one .pak file with elex2resman, otherwise the higher order mod will overwrite everything below it based on data types. Basically zero support for modding. Technically PB will be glad if they will find any publisher from what I've heard recently. Elex 3 might not see the light of day.
  2. KillerBanshee
    KillerBanshee
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    After unpacking the .pak for this and your unlimited companions mod I went to merge them into the same folder and I get a pop up telling me "The destination has 10 files with the same names". Should I keep the companions files or replace with the files from this mod? 

    The files are w_info.hdr and what looks like language files that are "en.str" "de.str" etc.

    Then when I try to copy paste your Combat Overhaul mod there are 55 files that already exist including a lot of weapon and armor .elex2tpl files,  World.elex2wrl and sfx_magus_npc_teleport.elex2snd. Is it safe to replace those files with the ones in the Combat Enhanced mod?

    TLDR: How should I go about combining your Teleporters Enhanced, Combat Enhanced and Unlimited Companions mods? Which files should I replace? Should I keep the World.elex2wrl file from this mod or Combat Enhanced?

    Sorry for all the questions.
    1. MagusTheMagician
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      Files like world and that sound are the same, if not then use the one newer date. Localizations are cumulative so use the one with newest date. You can't merge the scripts in info.hdr so use ELEX 2 Enhanced, either the whole mod, or just its info.hdr.
    2. KillerBanshee
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      Ah, I think get it. Elex 2 Enhanced has all of the scripts in it's info.hdr and they can be called by the other mods. I'll just have to try it out.

      Basically, I replaced files as I went with the most recent ones and then took the info file from Elex 2 Enhanced, but I did not take it's world file. I used the world file from this mod, Teleporters Enhanced, and used it to replace the one from Combat Enhanced. The other mods do not have a world file. I hope this works.

      Should I take the most recent world file from Elex 2 Enhanced as well to make sure all of the changes show up or is it okay to just use the one from Teleporters Enhanced? 

      Thanks for all the help. If you don't mind me asking, what does the world file do exactly? I've tried searching the World of Elex forums, but most of it is in German and I havn't found this piece of information yet.
    3. MagusTheMagician
      MagusTheMagician
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      World file is cumulative too so always use the newest date.

      It's basically the game, it governs what sectors will the game world load. The sectors themselves contain everything that can be put into the game world - that means NPCs, rivers, music zones, items, enemies etc...

      The way it works is modular. So Bjorn from PB can work on his story telling for ELEX, make his part of the game via his infoscripts and sectors. Then Amadeus Weidmann can work separately on his part of the game, put it into sectors and infoscripts. And at the end the World file will join all these separate sectors and the info.hdr will join all dialogues.

      It's worth noting that most of the scripting and other stuff is hardcoded in the .exe. So we can only mod things that are externalized and what George actually manage to port into elex2resman from Baltram's elex1resman. Or we can use HxD, but that's very thin ice.

      You can hack the .exe with CheatEngine.
    4. KillerBanshee
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      Thank you so much for all the help and explanations! I really appreciate it. This is going to make my second playthrough so much better without worrying if a mod will be working or not.